Kreuz Control - DOOM!, Hydra, Azazel, Angel, Juggernaut

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TroyXavier
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Post by TroyXavier » Sun Oct 29, 2006 6:53 am

Definitely a nice Psylocke build. I loved her relationship with Angel, but like most comic ones, it wasn't meant to last.
Club Thirteen is Risen.

Kreuzritter
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583

Post by Kreuzritter » Mon Oct 30, 2006 7:09 pm

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AIEEEE!

Deathpool

PL: 10 (137)

abilities: (42)
STR 20 DEX 20 CON 20 INT 14 WIS 12 CHA 16

Combat: (16)
+5 init, +12/8 ATK, +0 DEF (+0 flat-footed)
+5/8/4 DMG (unarmed/sword/gun)

saves: (6)
TOU +5 FORT +10 REF +7 WILL +5

Skills (13/52)
Acrobatics +8
Climb +6
Intimidate +6
Knowledge (tactics) +8
Notice +8
Profession (soldier) +6
sense motive +8
Stealth +4
Survival +6

feats (26)
attack focus:melee 4, acrobatic bluff, all-out attack, ambidexterity, distract: bluff, diehard, equipment 13, fascinate: bluff, move-by action, power attack, taunt

Powers (41)
immunity +1 (age) (1)
regeneration +40 (+5 Rec., total regen, feats: persistent, regrowth) (40)

equipment
night vision goggles [1]
sword +3 (mighty) [5]
submachine gun [12]
frag. grenade [15]
smoke grenade [4]
flashbang grenade[16]
tear gas grenade [12]

drawback
disability: one eye (-3)

costs
abilities 42 + combat 16 + saves 6 + skills 13/52 + feats 22 + powers 41 - drawback 3 = 137 pts

:arrow: introduced in last week's Superman/Batman annual, Deathpool is the Anti-Earth counterpart of Deathroke the terminator, and a jab at how Rob liefeld ripped off DS to create deadpool

:arrow: anyway, the main feature on Deathpool is that he dies. A lot. in fact, you should find ways to kill him at least once per scene. or at least horribly maim him (such that if dismembered early in the fight, after the required rounds have passed he'll be trying to fight his enemies with his own severed arm). as such, Deathpool should recklessly attack the single most powerful being in combat, or other moves that have certain death written all over them
Last edited by Kreuzritter on Sun May 20, 2007 6:29 pm, edited 1 time in total.
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Taliesin
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Post by Taliesin » Mon Oct 30, 2006 8:10 pm

Good call on Deathpool. Due to Bizarro's terrible syntax, I couldn't tell at first whether he was asking who Deathpool was or who hired him.

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Post by Kreuzritter » Mon Oct 30, 2006 8:17 pm

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Ruckus

PL: 10 (133)

abilities: (30)
STR 14 DEX 16 CON 16 INT 12 WIS 14 CHA 18

Combat: (32)
+7 init, +8 ATK, +12 DEF (+4 dodge, +4 flat-footed)
+2/10 DMG (unarmed/blast/sonic control/trip)

saves: (9)
TOU +7/6/3 FORT +5 REF +7 WILL +5

Skills (14/56)
bluff +6
climb +6
disable device +6
drive +6
intimidate +8
knowledge: streetwise +4
search +4
sense motive +6
stealth +6

feats (14)
attarctive, dodge focus 4, defensive roll 3, equipment, inspire, leadership, evasion, move-by action, uncanny dodge

Powers (34)
blast +10 (extras: area-cone +1, penetrating +1) (32)
ap: Sonic control +10 [20]
ap: Trip +10 (extras: knockback, area-cone +1) [30]
supersenses +2 (extended hearing, ultrahearing) (2)

equipment
coat [1]

costs
abilities 30 + combat 32 + saves 9 + skills 14/56 + feats 14 + powers 34 = 133 pts

:arrow: Ruckus is the unofficial leader of the Nasty Boys, a gang of mutant thugs that sometimes work for mr. Sinister
Last edited by Kreuzritter on Sun May 20, 2007 6:28 pm, edited 2 times in total.
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585

Post by Kreuzritter » Mon Oct 30, 2006 8:19 pm

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Slab

PL: 10 (118)

abilities: (6)
STR 34 DEX 14 CON 34 INT 10 WIS 12 CHA 10

Combat: (28)
+2 init, +8/6 ATK, +8 DEF (-1 size, +2 dodge, +3 flat-footed)
+6/10 DMG (unarmed/rocket launcher)

saves: (7)
TOU +12 FORT +12 REF +5 WILL +5

Skills (5/20)
climb +4
drive +4
intimidate +8
notice +4

feats (11)
attack focus: melee 2, all-out attack, chokehold, dodge focus 2, improved grapple, improved pin, improved overrrun, power attack, startle

Powers (63)
enhanced STR +16 (16)
Enhanced CON +20 (20)
growth +4 (feat: innate, flaw: permanent -1) (9)
impervious tou +6 (6)
superstrength +6 (12)


costs
abilities 6 + combat 28 + saves 7 + skills 5/20 + feats 11 + powers 63 = 120 pts

:arrow: resident brick of the nasty boys
Last edited by Kreuzritter on Sun May 20, 2007 6:26 pm, edited 1 time in total.
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Post by Kreuzritter » Mon Oct 30, 2006 8:24 pm

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Gorgeous George

PL: 10 (139)

abilities: (30)
STR 16 DEX 18 CON 18 INT 10 WIS 14 CHA 14

Combat: (32)
+8 init, +10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+3/8 DMG (unarmed/suffocate)

saves: (7)
TOU +10 FORT +6 REF +7 WILL +4

Skills (11/44)
Bluff +4
drive +3
Intimidate +8
knowledge: pop culture +3
knowledge: streetwise +8
Notice +8
Sense Motive +6
Stealth +4

feats (14)
attack focus: melee 2, chokehold, defensive attack, dodge focus 2, elusive target, grappling finesse, improved grab, improved grapple, improved initiative, improved pin, improved trip, move by action

Powers (45)
elongation +5 (5)
immunity +5 (falling damage) (5)
insubstantial +1 (extra: affects corporeal +1, flaw: permanent -1) (5)
protection +6 (extra: impervious +1) (12)
suffocate +8 (16)
supermovement +1 (slithering) (2)

costs
abilities 30 + combat 32 + saves 7 + skills 11/44 + feats 14 + powers 45 = 139 pts

:arrow: one aussie man of tar, comin' up
Last edited by Kreuzritter on Sun May 20, 2007 6:19 pm, edited 1 time in total.
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Post by Kreuzritter » Mon Oct 30, 2006 8:28 pm

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Hairbag

PL: 10 (143)

abilities: (16)
STR 24 DEX 24 CON 30 INT 10 WIS 14 CHA 10

Combat: (32)
+11 init, +8 ATK, +8 DEF (+ dodge, + flat-footed)
+7/10/3 DMG (unarmed/claws/aura)

saves: (5)
TOU +10 FORT +10 REF +10 WILL +4

Skills (11/44)
Bluff +4
climb +6
Intimidate +8
knowledge: streetwise +8
Notice +8
Sense Motive +6
Stealth +4

feats (15)
attack focus: melee 2, ambidexterity, assessment, dodge focus 2, diehard, endurance, improved initiative, improved grab, improved throw, improved overrun, power attack, startle, takedown attack

Powers (64)
enhanced STR +10 (10)
enhanced DEX +10 (10)
enhanced CON +16 (16)
nauseate "toxic breath" +5 (10)
strike +3 (feat: mighty) (4)
strike "quills" +3 (extra: aura +1) (6)
supersenses +5 (darkvision, scent, tracking) (4)
superstrength +2 (4)


costs
abilities 16 + combat 32 + saves 5 + skills 11/44 + feats 15 + powers 64 = 150 pts

:arrow: concluding the nasty boys, I wasn't sure how to stat hairbugs uh, hair-power, but after some examination i decided to basicly say he's covered in porcupine-like quills
Last edited by Kreuzritter on Sun May 20, 2007 6:18 pm, edited 1 time in total.
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Post by Kreuzritter » Tue Oct 31, 2006 3:54 pm

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Lightning Lad

PL: 10 (150)

abilities: (30)
STR 14 DEX 16 CON 16 INT 14 WIS 14 CHA 16

Combat: (28)
+7 init, +10/6 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+2/10/10 DMG (unarmed/stun/elec. control)

saves: (11)
TOU +8/6/3 FORT +6 REF +7 WILL +6

Skills (13/52)
acrobatics +4
bluff +6
computers +4
concentration +8
knowledge: tactics +4
knowledge: technology +6
notice +8
pilot +8
search +6
sense motive +6

feats (21)
all-out attack, attack spec: elec. control 2, assessment, defensive roll 2, dodge focus 4, equipment, evasion, inspire, leadership, improved aim, improved initiative, move by action, power attack, precise shot, taunt, uncanny dodge

Powers (47)
device: legion flight ring +3 (12)
- immunity +9 (life support) [9]
- flight +3 [6]
immunity +5 (electric damage) (5)
Electrical control +10 (extra: penetrating +1) (31)
ap: Stun +10 (extra: range +1) [30]

equipment
armored costume +3 (subtle) [4]
commlink [1]

costs
abilities 30 + combat 28 + saves 11 + skills 13/52 + feats 21 + powers 47 = 150 pts

:arrow: Founding member of the LoSH, Lightning Lad's more or less an archetypal blaster first and team leader second
Last edited by Kreuzritter on Sun May 20, 2007 6:17 pm, edited 1 time in total.
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589

Post by Kreuzritter » Tue Oct 31, 2006 5:31 pm

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In the future, you will sit in my prescence.

Jose

PL: 10 (130)

abilities: (34)
STR 6 DEX 16 CON 14 INT 24 WIS 16 CHA 14

Combat: (22)
+3 init, +6 ATK, +7 DEF (+1 size, +3 flat-footed)
-2 DMG (unarmed)

saves: (9)
TOU +2 FORT +5 REF +6 WILL +6

Skills (25/100)
bluff +6
computers +10
craft: electronics +10
craft: mechanical +10
craft: structural +10
disable device +10
drive +6
intimidate +8
knowledge: pop culture +6
knowledge: streetwise +6
knowledge: technology +8
knowledge: physical sciences +8
notice +6
sense motive +4

feats (37)
assessment, diehard, equipment 10, improved defense, inspire 2, inventor, leadership, master plan, minions 7 (5 Fixed Ideas), sidekick 10 (Monster-of-The-Week), seize initiative, taunt

Powers (3)
shrinking +4 (feat: innate, flaw: permanent -1) (3)

equipment
stately manor HQ [15]
35 points unspent

costs
abilities 34 + combat 22 + saves 9 + skills 25/100 + feats 37 + powers 3 = 130 pts

:arrow: the Primary adversary in "Cybersix", Jose is equal parts spoiled brat, mob boss and mad scientist. however, when combining his appearance, childish attitude and theme music (a jaunty accordian peice), Jose can also be played for laughs once his pet monster's out of the way

:arrow: on that note, I'd like to weigh in my view of the minions vs. sidekicks debate. simply put, minions should be used for faceless grunts, hired goons, and other such disposable mooks. however, even though your sidekick costs more per rank, the tradeoff is that they're insured against being swept away in combat like mooks, or at least, have a shot at surviving the adventure (Eg: monarch's henchmen- nearly all of them are bought via minions, but 21 and 24 are sidekicks, thus why they can get in maiming range of brock samson and live to tell about it)
Last edited by Kreuzritter on Sun May 20, 2007 6:16 pm, edited 1 time in total.
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590 - celebrity guest

Post by Kreuzritter » Tue Oct 31, 2006 8:29 pm

Image

The Night is young, and I still thirst.

Count Dracula

PL: 10 (227)

abilities: (50)
STR 30 DEX 24 CON n/a INT 16 WIS 20 CHA 20

Combat: (32)
+11 init, +10/8 ATK, +10 DEF (+2 dodge, +4 flat-footed)
+10/5 DMG (unarmed/blood-suck)

saves: (6)
TOU +10 FORT n/a REF +10 WILL +8

Skills (25/100)
bluff +8
diplomacy +10
Gather Information +6
intimidate +10
inestigate +6
knowledge: history +8
knowledge: tactics +8
knowledge: arcane lore +8
notice +10
search +8
sense motive +10
Stealth +8

feats (37)
accurate attack, assessment, all-out attack, ambidexterity, artificer, attractive, attack focus: melee 2, chokehold, defensive attack, dodge focus 2, eidetic memory, elusive target, evasion, fascinate 3 (bluff, diplomacy, intimidate), fearless, fearsome prescence 4, improved grab, improved grapple, improved initiative, improved overrun, improved pin, master plan, move-by action, power attack, ritualist, startle, stunning attack, takedown attack, uncanny dodge, well-informed

Powers (95)
flight +2 (4)
immunity +30 (fort) (30)
mind control +10 (feat: mental link, slow fade 2, subtle, extra: conscious +1, flaw: sense dependant-sight -1) (16)
- AP: insubstantial +2 (mist, linked: invisibility +1) [14]
- AP: drain CON "blood suck" +5 (extra: vampiric +1) [10]
protection +10 (extra: impervious +1, flaw: limit- no imp. vs. blessed/silver/magic weapons) (10)
Regeneration +18 (recovery bonus +10, recovery rate: injured+2/disabled +2, resurrection +4 [not if staked/beheaded/by sunlight], flaw: source-blood -1, feats: persistent, regrowth) (11)
supermovement +3 (wallcrawling 2, trackless) (6)
supersenses +5 (darkvision, scent, tracking, ultrahearing) (5)
superstrength +3 (6)
superspeed +2 (rapid attack) (10)

drawbacks (20)
power loss: all powers but protection, regen and immunity from dawn to dusk (major, common) (-6)
vulnerable: fire (common, moderate) (-3)
weakness: holy symbols (dazed for 1 round if lose opp. CHA check, common, moderate) (-3)
weakness: sunlight (minor, per round, destroyed after 10 rounds) (-8)

costs
abilities 50 + combat 32 + saves 6 + skills 25/100 + feats 37 + powers 95 - drawbacks 20 = 227 pts

:arrow: yes, Dracula, as depicted in "The Batman VS. Dracula", our special halloween celebrity guest.

:arrow: this build does not take Dracula's minions into account, and presumes that the count has just arrived in Campaign City to find a new lair. howver, as this is freakin' Dracula, no doubt a good GM will rectify that matter very swiftly.

:arrow: In combat, dracula likes to play defensively against new adversaries in order to feel them out, but once he goes on the offensive Dracula fights more like a savage man-beast than anything else
Last edited by Kreuzritter on Sun May 20, 2007 6:14 pm, edited 1 time in total.
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591

Post by Kreuzritter » Wed Nov 01, 2006 7:28 am

Image

Aku wa yurushimasen

Kim kap Hwan

PL: 10 (143)

abilities: (54)
STR 24 DEX 20 CON 24 INT 14 WIS 18 CHA 14

Combat: (32)
+7 init, +13/9/8 ATK, +13 DEF (+5 dodge, +4 flat-footed)
+7 DMG (unarmed)

saves: (8)
TOU +7 FORT +9 REF +8 WILL +7

Skills (17/68)
acrobatics +8
concentration +8
diplomacy +7
gather info +6
intimidate +10
languages: english, chinese, japanese (native korean)
notice +12
sense motive +8
stealth +6

feats (30)
acrobatic bluff, attack focus: melee, attack spec.: Tae Kwan Do 2, assessment, contacts, connected, diehard, dodge focus 5, endurance, fascinate, fearless, fearsome prescence 4, fighting style: Tae Kwan Do 5 (all-out attack, evasion, improved block, power attack, takedown attack), improved initiative, move-by action, quick change, uncanny dodge, well-informed

Powers (2)
leaping +2 [2]

tradeoffs
+3 ATK/-3 DMG
+3 DEF/-3 TOU

complications
hatred: evil
honor
obsession: justice
responsibility (Reform Chang koehan & Choi Bounge)
rivalry (Jhun Hoon)

costs
abilities 54 + combat 32 + saves 8 + skills 17/68 + feats 30 + powers 2 = 143 pts

:arrow: a long time veteran of SNK's King of Fighters series, Kim may fight like a tae kwan do master, but the guy thinks and acts like a Lawful Stupid paladin
Last edited by Kreuzritter on Sun May 20, 2007 6:12 pm, edited 1 time in total.
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Post by Kreuzritter » Wed Nov 01, 2006 8:17 am

Image

Derek Wyatt of east Gotham City... I Dominate you!

Atlas

PL: 10 (150)

abilities: (6)
STR 34 DEX 14 CON n/a INT 10 WIS 14 CHA 10

Combat: (40)
+6 init, +8 ATK, +8 DEF (-2 size +4 flat-footed)
+12 DMG (unarmed/arm cannon)

saves: (5)
TOU +12 FORT n/a REF +5 WILL +4

Skills (8/32)
bluff +6
intimidate +8
notice +6
perform: trash-talk (oratory) +8
sense motive +4

feats (14)
assessment, all-out attack, fascinate: perform, improved initiative, improved overrun, power attack, sidekick 6 (Spike), startle, taunt

Powers (84)
blast +12 (25)
- ap: superstrength +5 [10]
growth +8 (feat: innate, flaw: permanent -1) (17)
immunity +30 (fort) (30)
impervious tou +8 (8)
protection +4 (4)

drawbacks
vulnerable: gloating (+50% vs. bluff checks) (-2)
vulnerable: power drains (uncommon, moderate) (-2)
vulnerable: magnetics (uncommon, major) (-3)

costs
abilities 6 + combat 40 + saves 6 + skills 8/32 + feats 13 + powers 84 - drawbacks 7 = 150 pts

:arrow: Another foe of the Teen Titans, Atlas is what happens when you put the mind of a hardcore videogamer into the body of a Tezuka-style warmech. in fact, that's Atrlas' M.O.: he really does travel the country beating the snot out of anybody that beats him on X-Box Live. when not fighting, he hangs out in whatever lair he and spike scrounged together, playing video games (while Spike sees to his repairs)

:arrow: I may give Spike stats down the road, but until then, use the mechanic from golden Age
Last edited by Kreuzritter on Sun May 20, 2007 6:12 pm, edited 1 time in total.
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Post by Kreuzritter » Wed Nov 01, 2006 9:43 pm

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Feed me, Seymour.

Audrey II

PL: 10 (150)

abilities: (32)
STR 26 DEX 16 CON 22 INT 16 WIS 14 CHA 22

Combat: (20)
+7 init, +8 ATK, -2 DEF (-2 size, + flat-footed)
+8 DMG (unarmed/snare)

saves: (7)
TOU +12 FORT +8 REF +3 WILL +7

Skills (11/44)
bluff +8
diplomacy +6
intimidate +6
perform: singing +10
notice +6
sense motive +8

feats (15)
assessment, chokehold, distract: bluff, fearless, fascinate 2 (bluff, perform), improved grab, improved grapple, improved pin, improved trip, improved throw, improved initiative, master plan, taunt, startle

Powers (72)
additional limbs +5 (5)
immunity +4 (disease, sleep, suffocation) (4)
growth +8 (feat: innate, flaw: permanent -1) (17)
regeneration +15 (b. 1/round, i. 1/round, d 1/minute, regrowth) (16)
protection +6 (6)
plant control +9 (19)
- AP: snare +8 (feat: tether, reversible) [18]
supersenses +5 (tremorsense, accurate scent) (5)

drawbacks (-8)
disability (immobile) (-5)
vulnerable (defoliants, +100% DMG) (-3)

costs
abilities 32 + combat 20 + saves 7 + skills 11/44 + feats 15 + powers 72 - drawbacks 8 = 150 pts

:arrow: one mean green mutha from outer space, ready to inflict some serious carnage in your street level campaign.

:arrow: Audrey's tactics are simple. sway the gullible into caring for it, and then convince them to murder other humans in order to feed itself (generally, Audrey will start with those its' patsy would consider a mortal enemy or otherwise deserving to die)
Last edited by Kreuzritter on Sun May 20, 2007 6:11 pm, edited 1 time in total.
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Post by Kreuzritter » Fri Nov 03, 2006 10:20 am

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You know, I have one simple request. And that is to have sharks with frickin' laser beams attached to their heads! Now evidently my cycloptic colleague informs me that that cannot be done. Ah, would you remind me what I pay you people for, honestly? Throw me a bone here! What do we have?

Dr. Evil

PL: 6 (232)

abilities: (36)
STR 10 DEX 12 CON 14 INT 26 WIS 14 CHA 20

Combat: (24)
+9 init, +6 ATK, +6 DEF (+3 flat-footed)
+0 DMG (unarmed)

saves: (9)
TOU +2 FORT +4 REF +4 WILL +6

Skills (21/84)
Bluff +8
Computers +4
Craft (Chemical) +4
Craft (Electronic) +4
Craft (Mechanical) +4
Craft (Structural) +4
diplomacy +4
Disable Device +4
Drive +2
Gather Information +6
Intimidate +6
Knowledge (Earth Sciences) +4
Knowledge (life sciences) +4
Knowledge (Physical Sciences) +4
Knowledge (tactics) +4
Knowledge (Technology) +4
Medicine +6
notice +4
Pilot +2
Sense Motive +4

feats (60)
assessment, connected, contacts, distract: bluff, fascinate 3 (bluff, diplomacy, intimidate), equipment 32, inspire 5, inventor, leadership, master plan, minions 9 (100 fanatical soldiers), seize initiative, speed of thought, taunt, well-informed

complications
enemy: Austin Powers
honor ("I'm going to leave them alone and not actually witness them dying, I'm just gonna assume it all went to plan.")
reputation: supervillain
responsibility
rivalry: Scott Evil

costs
abilities 36 + combat 24 + saves 9 + skills 21/84 + feats 60 = 232 pts

:arrow: the famed pastiche of all criminal masterminds, this Dr. Evil is modelled more after the first film than the sequels (although he does have enough points to buy both a moonbase and a "Time Machine"), using elements of Wilgar's Dr. Venture and Baron's Cobra commander
Last edited by Kreuzritter on Sun May 20, 2007 6:10 pm, edited 1 time in total.
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Post by Kreuzritter » Fri Nov 03, 2006 10:44 am

Image

Hello, my duckies!

Mad Mod

PL: 10 ()

abilities: (32)
STR 8 DEX 12 CON 12 INT 26 WIS 16 CHA 18

Combat: (28)
+8 init, +8/6 ATK, +12 DEF (+4 dodge, +4 flat-footed)
-1/? DMG (unarmed/gadgets)

saves: (10)
TOU +1 FORT +4 REF +5 WILL +6

Skills (15/60)
Bluff +8
Computers +4
Craft (Chemical) +4
Craft (Electronic) +4
Craft (Mechanical) +4
Craft (Structural) +4
Disable Device +4
Gather Information +4
Knowledge (Physical Sciences) +4
Knowledge (tactics) +4
Knowledge (Technology) +4
notice +6
Sense Motive +6

feats (36)
attack focus: range 2, assessment, accurate attack, distract: bluff, dodge focus 4, equipment 4, defensive attack, fascinate: bluff, improved defense, inventor, master plan, minions 7 (30 medium robots) minion 7 (colossal robot), speed of thought, taunt, uncanny dodge, well-informed

Powers (30)
gadgets "techno-cane" +5 (30)

costs
abilities 32 + combat 28 + saves 10 + skills 15/60 + feats 36 + powers 30 = 150 pts

:arrow: imagine austin powers was a criminal genius and voiced by malcolm macdowell, and you've got mad mod, a british gadgeteer with a penchant for elaborate hoaxes, labyrinths, mind control and misdirection.

:arrow: basicly, if Mad mod is the bad guy for the adventure, you're running a comedy adventure that mixes james bond with the psychadelic 60's and monty python
Last edited by Kreuzritter on Sun May 20, 2007 6:09 pm, edited 1 time in total.
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